consider millimeters/centimeters conversion, introduce units, and minor array utils refactoring
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@@ -82,20 +82,20 @@ float USGAnatomyKismetLibrary::NormalizeThumbFlex(const float FlexionInRadians)
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TArray<FSGVectorArray> USGAnatomyKismetLibrary::GetDefaultHandAngles(const bool bRightHanded)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(FSGAnatomy::GetDefaultHandAngles(bRightHanded));
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(FSGAnatomy::GetDefaultHandAngles(bRightHanded));
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}
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TArray<FSGVectorArray> USGAnatomyKismetLibrary::GetFlatHandAngles(const bool bRightHanded)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(FSGAnatomy::GetFlatHandAngles(bRightHanded));
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(FSGAnatomy::GetFlatHandAngles(bRightHanded));
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}
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TArray<FSGVectorArray> USGAnatomyKismetLibrary::GetThumbsUpHandAngles(const bool bRightHanded)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(FSGAnatomy::GetThumbsUpHandAngles(bRightHanded));
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(FSGAnatomy::GetThumbsUpHandAngles(bRightHanded));
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}
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TArray<FSGVectorArray> USGAnatomyKismetLibrary::GetFistHandAngles(const bool bRightHanded)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(FSGAnatomy::GetFistHandAngles(bRightHanded));
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(FSGAnatomy::GetFistHandAngles(bRightHanded));
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}
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@@ -81,7 +81,7 @@ USGBasicHandModel* USGBasicHandModelKismetLibrary::Deserialize(UObject* WorldCon
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TArray<FSGFloatArray> USGBasicHandModelKismetLibrary::GetBaseFingerLengths()
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{
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return FSGArrayUtils::ToBPNestedArray<float, FSGFloatArray>(USGBasicHandModel::GetBaseFingerLengths());
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return FSGArrayUtils::ToNestedBPArray<float, FSGFloatArray>(USGBasicHandModel::GetBaseFingerLengths());
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}
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TArray<FVector> USGBasicHandModelKismetLibrary::GetBaseJointPositions()
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@@ -101,7 +101,7 @@ bool USGBasicHandModelKismetLibrary::IsRight(const USGBasicHandModel* BasicHandM
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TArray<FSGFloatArray> USGBasicHandModelKismetLibrary::GetFingerLengths(const USGBasicHandModel* BasicHandModel)
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{
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return FSGArrayUtils::ToBPNestedArray<float, FSGFloatArray>(BasicHandModel->GetFingerLengths());
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return FSGArrayUtils::ToNestedBPArray<float, FSGFloatArray>(BasicHandModel->GetFingerLengths());
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}
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TArray<float> USGBasicHandModelKismetLibrary::GetFingerLengths_F(const USGBasicHandModel* BasicHandModel,
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@@ -125,7 +125,7 @@ void USGBasicHandModelKismetLibrary::SetFingerLengths_uint8_F_L(USGBasicHandMode
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TArray<FSGFloatArray> USGBasicHandModelKismetLibrary::GetFingerRatios(const USGBasicHandModel* BasicHandModel) const
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{
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return FSGArrayUtils::ToBPNestedArray<float, FSGFloatArray>(BasicHandModel->GetFingerRatios());
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return FSGArrayUtils::ToNestedBPArray<float, FSGFloatArray>(BasicHandModel->GetFingerRatios());
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}
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TArray<float> USGBasicHandModelKismetLibrary::GetFingerRatios_F(const USGBasicHandModel* BasicHandModel,
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+2
-2
@@ -89,14 +89,14 @@ TArray<FVector> USGHandInterpolatorKismetLibrary::InterpolateThumbAngles(
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TArray<FSGVectorArray> USGHandInterpolatorKismetLibrary::InterpolateHandAngles(
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const USGHandInterpolator* Interpolator, const TArray<FVector>& TotalAngles)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(
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USGHandInterpolator::InterpolateHandAngles(Interpolator, TotalAngles));
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}
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TArray<FSGInterpolationSetArray> USGHandInterpolatorKismetLibrary::GetJointInterpolations(
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UObject* WorldContextObject, const USGHandInterpolator* HandInterpolator) const
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{
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return FSGArrayUtils::ToBPNestedArray<USGInterpolationSet, FSGInterpolationSetArray>(
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return FSGArrayUtils::ToNestedBPArray<USGInterpolationSet, FSGInterpolationSetArray>(
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HandInterpolator->GetJointInterpolations(WorldContextObject));
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}
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@@ -71,7 +71,7 @@ USGHandPose* USGHandPoseKismetLibrary::FromHandAngles_HA_bRH_HD(
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const TArray<FSGVectorArray>& HandAngles, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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TArray<TArray<FVector>> HandAnglesNestedArray{
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FSGArrayUtils::FromBPNestedArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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return USGHandPose::FromHandAngles(WorldContextObject, MoveTemp(HandAnglesNestedArray), bRightHanded,
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HandDimensions);
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@@ -81,7 +81,7 @@ USGHandPose* USGHandPoseKismetLibrary::FromHandAngles_HA_bRH(
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UObject* WorldContextObject, const TArray<FSGVectorArray>& HandAngles, const bool bRightHanded)
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{
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TArray<TArray<FVector>> HandAnglesNestedArray{
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FSGArrayUtils::FromBPNestedArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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return USGHandPose::FromHandAngles(WorldContextObject, MoveTemp(HandAnglesNestedArray), bRightHanded);
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}
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@@ -137,22 +137,22 @@ bool USGHandPoseKismetLibrary::IsRight(const USGHandPose* HandPose)
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TArray<FSGVectorArray> USGHandPoseKismetLibrary::GetJointPositions(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(HandPose->GetJointPositions());
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(HandPose->GetJointPositions());
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}
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TArray<FSGQuatArray> USGHandPoseKismetLibrary::GetJointRotationsQ(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FQuat, FSGQuatArray>(HandPose->GetJointRotationsQ());
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return FSGArrayUtils::ToNestedBPArray<FQuat, FSGQuatArray>(HandPose->GetJointRotationsQ());
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}
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TArray<FSGRotatorArray> USGHandPoseKismetLibrary::GetJointRotations(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FRotator, FSGRotatorArray>(HandPose->GetJointRotations());
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return FSGArrayUtils::ToNestedBPArray<FRotator, FSGRotatorArray>(HandPose->GetJointRotations());
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}
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TArray<FSGVectorArray> USGHandPoseKismetLibrary::GetHandAngles(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(HandPose->GetHandAngles());
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(HandPose->GetHandAngles());
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}
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bool USGHandPoseKismetLibrary::Equals(const USGHandPose* A, const USGHandPose* B)
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+2
-2
@@ -54,9 +54,9 @@ void USGNovaGloveCalibrationKismetLibrary::ApplyInterpolationValues(const TArray
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{
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FSGNovaGloveCalibration::ApplyInterpolationValues(
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RetractedValues, ExtendedValues,
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FSGArrayUtils::FromBPNestedArray<
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FSGArrayUtils::FromNestedBPArray<
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FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(RetractedAngles),
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FSGArrayUtils::FromBPNestedArray<
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FSGArrayUtils::FromNestedBPArray<
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FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(ExtendedAngles),
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Profile);
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}
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@@ -144,7 +144,7 @@ TArray<FRotator> USGSenseGloveInfoKismetLibrary::GetStartRotations_TArrayFRotato
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TArray<FSGVectorArray> USGSenseGloveInfoKismetLibrary::GetGloveLengths(const USGSenseGloveInfo* SenseGloveInfo)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(SenseGloveInfo->GetGloveLengths());
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(SenseGloveInfo->GetGloveLengths());
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}
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TArray<bool> USGSenseGloveInfoKismetLibrary::GetFunctions(const USGSenseGloveInfo* SenseGloveInfo)
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@@ -180,11 +180,11 @@ TArray<FSGVectorArray> USGSenseGloveInfoKismetLibrary::ToGloveAngles(const USGSe
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const TArray<FSGFloatArray>& SensorAngles)
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{
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TArray<TArray<float>> SensorAnglesNestedArray{
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FSGArrayUtils::FromBPNestedArray<
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FSGArrayUtils::FromNestedBPArray<
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float, FSGFloatArray, &FSGFloatArray::FloatArray>(SensorAngles)
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};
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TArray<FSGVectorArray> GloveAngles{
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FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(
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FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(
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SenseGloveInfo->ToGloveAngles(MoveTemp(SensorAnglesNestedArray)))
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};
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return MoveTemp(GloveAngles);
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@@ -62,7 +62,7 @@ USGSenseGlovePose* USGSenseGloveKismetLibrary::CalculateGlovePose_GA_GM(
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const TArray<FSGVectorArray>& GloveAngles, const USGSenseGloveInfo* GloveModel)
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{
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TArray<TArray<FVector>> GloveAnglesNestedArray{
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FSGArrayUtils::FromBPNestedArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(GloveAngles)
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(GloveAngles)
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};
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return USGSenseGlove::CalculateGlovePose(WorldContextObject, MoveTemp(GloveAnglesNestedArray), GloveModel);
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}
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@@ -80,24 +80,24 @@ bool USGSenseGlovePoseKismetLibrary::IsRight(const USGSenseGlovePose* SenseGlove
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TArray<FSGVectorArray> USGSenseGlovePoseKismetLibrary::GetJointPositions(const USGSenseGlovePose* SenseGlovePose)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(SenseGlovePose->GetJointPositions());
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(SenseGlovePose->GetJointPositions());
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}
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TArray<FSGQuatArray> USGSenseGlovePoseKismetLibrary::GetJointRotations_TArrayFSGQuatArray(
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const USGSenseGlovePose* SenseGlovePose)
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{
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return FSGArrayUtils::ToBPNestedArray<FQuat, FSGQuatArray>(SenseGlovePose->GetJointRotationsQ());
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return FSGArrayUtils::ToNestedBPArray<FQuat, FSGQuatArray>(SenseGlovePose->GetJointRotationsQ());
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}
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TArray<FSGRotatorArray> USGSenseGlovePoseKismetLibrary::GetJointRotations_TArrayFSGRotatorArray(
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const USGSenseGlovePose* SenseGlovePose)
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{
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return FSGArrayUtils::ToBPNestedArray<FRotator, FSGRotatorArray>(SenseGlovePose->GetJointRotations());
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return FSGArrayUtils::ToNestedBPArray<FRotator, FSGRotatorArray>(SenseGlovePose->GetJointRotations());
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}
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TArray<FSGVectorArray> USGSenseGlovePoseKismetLibrary::GetGloveAngles(const USGSenseGlovePose* SenseGlovePose)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(SenseGlovePose->GetGloveAngles());
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(SenseGlovePose->GetGloveAngles());
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}
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TArray<FVector> USGSenseGlovePoseKismetLibrary::GetThimblePositions(const USGSenseGlovePose* SenseGlovePose)
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+1
-1
@@ -81,7 +81,7 @@ USGSenseGloveSensorData* USGSenseGloveSensorDataKismetLibrary::Deserialize(UObje
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TArray<FSGFloatArray> USGSenseGloveSensorDataKismetLibrary::GetSensorAngles(
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const USGSenseGloveSensorData* SenseGloveSensorData)
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{
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return FSGArrayUtils::ToBPNestedArray<float, FSGFloatArray>(SenseGloveSensorData->GetSensorAngles());
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return FSGArrayUtils::ToNestedBPArray<float, FSGFloatArray>(SenseGloveSensorData->GetSensorAngles());
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}
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FQuat USGSenseGloveSensorDataKismetLibrary::GetImuRotation_FQuat(const USGSenseGloveSensorData* SenseGloveSensorData)
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@@ -70,7 +70,7 @@ TArray<FRotator> USGSenseGloveVarsKismetLibrary::GetStartRotations_TArrayFRotato
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TArray<FSGVectorArray> USGSenseGloveVarsKismetLibrary::GetGloveLengths(const FString& HardwareVersion)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(FSGSenseGloveVars::GetGloveLengths(HardwareVersion));
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return FSGArrayUtils::ToNestedBPArray<FVector, FSGVectorArray>(FSGSenseGloveVars::GetGloveLengths(HardwareVersion));
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}
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int32 USGSenseGloveVarsKismetLibrary::GetSensors(const FString& HardwareVersion)
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